Strike_NOR makes some valid points on that actually (the cluster strikes will still always be highly destructive, there is no chance of a full malfunction). I'm afraid it's not currently planned to extend these cluster munition UXOs to broader weapon / gear malfunctioning. To me personally it would be an interesting aspect of warfare to explore, but I'd not expect it in Arma 3 vanilla during its lifetime to be honest. Certainly mods may have a few more options to try such things now, although from the engine point of view, the implementation is quite closely tied to the simulation of sub-munitions (not just any munitions).

Here we made the decision to go a bit beyond what vanilla offers (except Revive in End Game e.g.), and also encompass custom scenarios / mods, mil-sim roleplaying and the real world. You're right that it exposes some less-developed aspects in vanilla, but we still believe at least including this information for those who are interested, is worth it

Thanks for the feedback, also the criticism. For what it's worth: there are some valid points on both 'sides' of the argument. We'll try to explain more of our goals, decisions and motivations over the coming weeks in OPREPs, the Developer Diary and other channels. The package is pretty big once you dive into Eden Editor with the DLC filter in our opinion, and a lot of that is free for the platform (i.e. all props and most reskins for IDAP). There are actually a lot of brand-new meshes, especially considering the size of the dev team involved. Yes, there are things we'd love to have added, but didn't or couldn't. Ultimately it's for you, players, to evaluate whether the DLC is for you. We hope there's something of value for many

I actually really like this idea and we may explore it after the first release. Can't confirm it at this stage, but I think it's feasible (we'd need to be able to fully disable its 'mine' properties e.g.)

Leaflets are a scripted feature meant for use in playable content most of all (Laws of War DLC). There is some Sandbox compatibility, but since they are not fully engine-driven, they are also limited in some areas. For this reason they are not by default added to the Utility Drone (but can be added as special 'weapon').
Note: the final configuration may still change for release!
Find a start of documentation on the Community Wiki.
We are planning to extend the feature to allow for full-screen inspection of the info stands (Faction Showcase IDAP e.g.).
We'd prefer specific issue reports on the Feedback Tracker.

Mines (specifically detection) are another existing feature that we've had a chance to make a few improvements to with Laws of War DLC (as a platform update for all). Most of these changes have already been on Dev-Branch for a while and we've read your feedback so far. We'll divulge more of our goals and details over the next weeks in the form of OPREPs for example. Note that we've wanted to preserve backward-compatibility as much as possible, limiting some more drastic changes. A clear example is the 15 meter detection range. Sure, we could decrease it, but it would potentially unbalance any existing scenario with mines.
Note: expanded Community Wiki documentation is in progress.
Specific issues go to the Feedback Tracker as per usual.
What changes does this cover?
Most characters are now less adept at automatic visual identification of mines.
You will need to manually T-reveal them in more cases (also depending on difficulty options).
Note that in order to disarm mines, you need to have revealed them.
Many other factors influence visual identification: night-time, being in a vehicle, hidden in vegetation, etc.
The Mine Detector has the same 15 meter range as it always had, but is slightly less 'magical' now.
An Info Panel is used to show the approximate location around you ([ or ] by default).
It pings off nearby detected mines, but does not yet reveal their type (potentially offset cloud symbol).
Audio cues reveal the direction and distance of the nearest unrevealed mine (also without the panel open).
Vehicles can have their own Mine Detector with custom range and Info Panel (see the Demining Drone).
Most explosives should receive their own placement / deactivation SFX (WIP).
Many explosion SFX were tweaked.
The Radio Protocol message that is triggered when a mine is discovered has 'spam control', so it's not repeated too often in a large field.
disableAI "MINEDETECTION" can disable an AI's mine detection abilities.

It's more that it was missing for this type of explosion (even the existing artillery ones), so it was added. Indeed it falls in the category of an explosion being nearby, or a heavy vehicle driving past.

From the outset the Laws of War DLC was going to focus on assets and playable content. However, there was room to enhance a few existing features relevant to the theme. A bunch of modest improvements to cluster munitions have been scattered over the past few updates (free for all players of course). Let's discuss them in this thread, and as always, please post concrete issues to Feedback Tracker.
Note: expanded Community Wiki documentation is forthcoming.
Note: we may yet do slight improvements to the particle effects, but no major changes are expected for release.
What changes does this cover?
Added: Cluster Bombs (3 factions - see Pylon settings of aircraft)
Previously only artillery cluster munitions were supported.
Added: Unexploded Ordnance (3 factions x 4 triggers)
Trigger types:
Common: basically functions as a regular 'mine'
Delayed: detonates a while after 'triggering'
Tough: takes a lot of manipulation before detonating
Sensitive: BOOM (even animals will set these off)
These can be placed in Eden Editor, but are also randomly left behind after deploying various types of cluster munitions.
The CAS module now features Bomb Strikes.
Added: APERS Mine Dispenser*
This means engine support for a mine that basically detonates like a sub-munition.
Deployed mines can now have a randomized rotation.
Various new SFX / VFX were added, as well as camera shake.
The engine now supports control over sub-munition speed and ammo type randomization.
* Restrictions apply for those who don’t own Arma 3 Laws of War DLC.

There are various new submunition parameters that can control randomization / pattern / types indeed. Stay tuned for updated documentation asap (check the in-game Config Viewer and search for the related ammo). By the way, this technically was to some degree already in the previous main branch updates ;)